HoloYoitsu wrote: »I thought everyone knew this since DB came out?
duuude9192b14_ESO wrote: »https://youtu.be/ZBRPXGP0zbM[/yt]
100 points into befoul CP + 5x fasalla's guile + 5x Durok's Bane = 106% healing debuff when I am hit, VERY HARD to avoid doing that between caltops/bombard/steeltornado/wall of elements/most ults etc etc.
I put a disease enchant on my weapon for minor defile to stack with major defile. If my enchant goes off and my opponent gets diseased, that's another 20% from minor defile with my cp. 126% total debuff. NOT FOR SOLO PLAY, VERY GROUP DEPENDENT!!!!
Darnathian wrote: »Liked the first fight. Then lost me at tower farm. Keep stressing the servers for selfish AP gains
Better zerg down emp keeps hu ? Way less stress for the server I guess xD
duuude9192b14_ESO wrote: »https://youtu.be/ZBRPXGP0zbM[/yt]
100 points into befoul CP + 5x fasalla's guile + 5x Durok's Bane = 106% healing debuff when I am hit, VERY HARD to avoid doing that between caltops/bombard/steeltornado/wall of elements/most ults etc etc.
I put a disease enchant on my weapon for minor defile to stack with major defile. If my enchant goes off and my opponent gets diseased, that's another 20% from minor defile with my cp. 126% total debuff. NOT FOR SOLO PLAY, VERY GROUP DEPENDENT!!!!
Sadly it doesnt work like this. The healing debuff reduction is multiplicative. This 106% are actually 79.4% healing reduction. If you add 20% from miner defile it will be 83% healing reduction.
Darnathian wrote: »
Tower farms wreck performance. This is known. Concentrates players.
Zzzzzzzzzzz.......
Better zerg down emp keeps hu ? Way less stress for the server I guess xD
Just stop attacking for a few seconds should counter it well enough
Sadly it doesn't work like this. The healing received debuff reduction is multiplicative. This 106% are actually 79.4% healing reduction. If you add 20% from miner defile it will be 83% healing reduction.
Well F&^( someone finally let the cat out of the bag). So here's how it works. Just so you know I've been running this type of build "Defiler" before DB launched and the numbers are extremely scary.
Befoul 100 pts = 33% additive to all reduced healing abilities. (Unfortunately, no it does not work this way)
Fascilla's 50% + 33% = 88% reduced healing
(fasalla's cannot go this high, you can see how befoul affects it's tooltip by looking at it)
you can stack this across the board on all abilities that defile the enemy.
I currently run a Dumber DK for the fire damage dots.
Fascilla's 88% defile to everyone attacking me with any ability including siege see above
banner 35% + 33% (banner is major defile 30% until altered by befoul)
reverb bash 40% + 33% (reverb bash is major defile 30% until altered by befoul)
poison minor 20% + 33% (minor defile is 15% until altered by befoul.)
as you can see the defile debuff can get as high as 160% (nope, it cannot )
The way it works is based on diminishing returns the combat mechanics simply keep reducing the heals you receive based on defile reduction. You can not remove 100% of all heals but you can reduce it to less than 10% of actual heal caste on a player.
Because of the base defile from Fascallias is so pervasive the mechanic is rather funny. All you need to do is get into the middle of the AOE crazys and tank through the their damage. As players love to attack tanky people they essentially remove all hopes of getting healed. This means no matter how many healers they have it wont matter. The essentially wither on the field.
The true nature of zerg busting is not in out dpsing them or even CC locking them, its all about negating their ability to survive and when DPS has no heals they die. Squishy players who want to stack high end DPS numbers lack the ability to survive in a group without sustained heal mechanics.
The Dunmer Defiler DK has been one of the best PVP group builds i have played in a long time. Enjoy the play.
Just so everyone knows this is a very dangerous build with very few counters. Its hard to identify the players using this set in large fights, however if you can stay away from them use single target DPS on everyone but that player once they are left depending on how tanky they are kill them easy enough. Be careful its a tough cookie to crack.
Oh another note you should consider is this. I played PTS for DB and when it was released fascilla's was changed on pts to 5 seconds. By the time it went live this was changed back to the original 2 second defile buff. The simple fact that ZOS recognized how significant this was and reverted the change made it very obvious how OP this design could be. I ran it on my Imperial tank prior to DB launch and recognized how significant the magicka build aspect appealed to the group meta. I leveled up my dunmer DK prior to DB launch and found it was incredible at taking with the heavy changes and fire dots. I also found that engulfing flame's 10 meter cone and 10% more damage debuff only accentuated the focused damage on targets already effected by the defile. This has become a fantastic raid play for PVP sorry patrick scott, but i dont think you were first to make the build and use it in PVP, I probably wasnt either but You certainly have let the best kept secret out of the bag for that you deserve the moron award for the week.
Can confirm very annoying and hard AF to kill
cool vid!
and while patrick scott is a very good player , these setups make many terrible players artificially good
this build and ones similar to it, are a growing disease in pvp
Why would you want to use durokes 20% chance to proc when you have so many instant cast abilities that stack? The ones that i listed can be stacked and used with 100% certainty. Duroke offers very little when it comes to actual defile application. Just saying you want to stack as much knowing its working. This is an extremely effective group build.
i think you should check the buffs and debuffs and how the engine recognizes them. Its the stacking that makes this set so effective. You can stack these debuff as each of them are not considered defile. Reverb has its own debuff, dark flare has its own debuff, meatbag has its own debuff, and so on. The trick is understanding which ones will stack and which ones will not. Remember you can only have 1 debuff of each kind on you so when you find the stackable ones you should build around that.
Also i do not believe the champ system actually updates totals with the tooltip. I have tested this extensively and the actual math on the heals is very very scary.